We have 8 players, 4 Rebels vs 4 Imperials, so 4 small games to be played each, then a final massive game with everyone taking part. Results from the smaller games will affect the final game.

List limitations. 75 points per side, only one named character allowed. No players on the same side may have the same named character either as a main or secondary pilot. Please list below who your named character is going to be so we can make sure there are no clashes. If you don't have any models you can use this site to see all the pilots and add on cards available. http://fabpsb.free.fr/extensions.php?lng=enPilots and cards from the Rebel Aces, YT-2400, VT-49 Decimator and the Scum and Villainy range are not to be used.

I think thats all the info needed, so lets get on with the missions. There are various ways to win the missions, but throughout all of them, it is important to keep a running score of how many points of your opponents ships you have blown to smithereens! This includes any add ons, i.e. if Luke Skywalker (28pts) with proton torpedoes (4pts) was to die, his Imperial opponent would score 32 points.

If I've missed anything, please ask below and I'll try to answer before the tournament starts.

SETUP - 3ft x 3ft. Place the large asteroid token in the centre of the battlefield, then one smaller asteroid token either side, approximately 1cm away. The Imperial player then places his first of 3 satellite tokens and alternates with the Rebel player and his 2 satellite tokens. The satellites can be placed anywhere as long as its not within range 2 of any edge, or on or touching an asteroid. Once all satellites are placed, the Rebel player choses his edge. Ships are then placed within Range 1 in pilot skill order as described in the rule book pg.4.

VICTORY - Whichever side holds the most satellites at the end of 8 turns is the winner. If at the end of the 8th turn, there is a tie for satellites, play continues until the end of the next turn where one player holds more satellites than the opposing player.

To scan and pick up a satellite, a satellite must be either touching or be within range 1 and the firing arc of your ship. That ship may forego its attack and scan the satellite which is then put on the ships base. If the ship is subsequently destroyed, the satellite is dropped in the last location of the ship.

SETUP - 3ft x3ft. Chose sides. The Imperial player places 4 small asteroids not within range 2 of either players sides. The Rebel player places the Shuttle token within range 1. Both players ships are placed in pilot skill order. Imperials within range 1, Rebels within range 1 or 2.

REBEL VICTORY - The Shuttle flees off the Imperial players edge (any part of the token leaves the battlefield)

IMPERIAL VICTORY - The Shuttle is destroyed

SHUTTLE - Agility 2, Hull 6, Shields 4 Moves either 2 forward or banking 1 left or right each turn, before any other ship moves It cannot attack Each critical hit counts as a normal hit only

PROTECT ACTION - The Rebel ships may perform a protect action instead of their normal action. If within range 1 of the Shuttle, they can give the Shuttle an evade token. The Shuttle can have multiple evade tokens per turn, but may only use one evade token per attack. At the end of the phase, all evade tokens are removed.

Last edited by Pickpocket79 on October 17th 2014, 18:03; edited 1 time in total

SETUP - 3ft x3ft. Chose sides. The Rebel player places 4 small asteroids not within range 2 of either players sides. The Imperial player places the Shuttle token within range 1. Both players ships are placed in pilot skill order. Rebels within range 1, Imperials within range 1 or 2.

IMPERIAL VICTORY - The Shuttle flees off the Rebel players edge (any part of the token leaves the battlefield)

REBEL VICTORY - The Shuttle is destroyed

SHUTTLE - Agility 2, Hull 6, Shields 4Moves either 2 forward or banking 1 left or right each turn, before any other ship movesIt cannot attackEach critical hit counts as a normal hit only

PROTECT ACTION - The Imperial ships may perform a protect action instead of their normal action. If within range 1 of the Shuttle, they can give the Shuttle an evade token. The Shuttle can have multiple evade tokens per turn, but may only use one evade token per attack. At the end of the phase, all evade tokens are removed.

Last edited by Pickpocket79 on October 17th 2014, 18:03; edited 1 time in total

Just a little reminder for people to get there last remaining X Wing Tournament games in, so we can prep for the final firefight and finish the tournament. The last games to play are as follows

Mission 1 Dave vs Dan

Mission 3 Simon vs Dan Dobbo vsGuy

Mission 4 Dobbo vs Dan

The Imperials are just managing to maintain their lead after an amazing REBEL comeback. The force seems to be with the Rebels as even Darth Vader was blown out of the sky in the latest battle. But unbeknownst to the hapless E Wing pilot that destroyed Darths Tie Advanced, Darth managed to jettison away from the explosion in a escape shuttle, and he will be back for the final battle, and he will be seeking revenge!!!